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Alteration Rituals

From Titan's Teeth

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Alteration

Name Level
Cleanse of Alcohol 0 Cure any effect caused by indulging in alcohol.
Cock's Crow 1 Gain the ability to wake multiple sleeping creatures instantly.
Quill Skin 1 Coat your body with sharp quills.
Scentless 1 Negates scent ability.
Tunnel 1 You gain a 10 feet burrow speed through dirt.
Barkskin 2 Gain a +2 bonus to natural armor.
Dire Form 2 Animals or magical beasts become feral and more powerful.
Lungs Of Water 2 Enhance creatures to allow them to breathe water.
Scout's Hike 2 Subject gains +2 to Dex, +4 to Stealth checks, and base land speed increases by 10 feet.
Tree Shape 2 Take the shape of a tree.
Wildheart 2 Target gains +2 bonus to physical ability scores and +10 feet speed bonus.
Grow Wings 3 Grows wings giving a fly speed of 60 feet.

Barkskin

Sphere Nature or Alteration or Protection; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S , M (reactive herbs worth 10 gp)
Range touch
Duration 10 min/caster level
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Cleanse of Alcohol

Sphere Alteration; Ritual Level 0
Casting Time 1 minute
Scroll Casting Time 1 round
Components V, S , M (alcohol worth 1 gp)
Range Touch
The target of the cleanse of alcohol ritual finds himself completely cured of any effect caused by indulging in alcohol.

Cock's Crow

Sphere Alteration; Ritual Level 1
Casting Time 1 minute
Scroll Casting Time 1 round
Components V, S , M (alcohol worth 1 gp)
Range Touch
Duration 8 hours, until expended
Within the next 8 hours, as a swift action the target may utter a short, shrill call, and sleeping creatures within a 10-ft.-radius burst immediately awaken, including those affected by magical sleep effects. After you make the call the ritual ends.

Dire Form

Sphere Alteration; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S , M (blessed paints worth 10 gp)
Duration 1 minute/caster level
Dire form causes a regular animal or magical beast to change into a more feral, more powerful form.

The target animal or magical beast, which must not have more hit dice than you, gains a +4 enhancement bonus to Strength, a +4 enhancement bonus to Constitution, and a +2 enhancement bonus to natural armor. All of the target’s natural weapons improve as if it possessed the Improved Natural Attack feat. (The effect of this spell stacks with the actual feat, but not other magical sources.)

This spell does not provide you with any additional way of controlling the animals affected, and indeed, it tends to make them more aggressive (increase Animal Empathy DC by +5, and it gains a second chance to break any charm or compulsion effects).

Grow Wings

Sphere Alteration; Ritual Level 3
Casting Time 30 minutes
Scroll Casting Time 1 standard action
Components V, S , M (feather from magical beast worth 25 gp)
Range touch
Duration 1 min./caster level
The subject grows wings giving it a fly speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good.

Using the wings requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the ritual duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance. Since dispelling a ritual effectively ends it, the subject also descends safely in this way if the fly ritual is dispelled, but not if it is negated by an antimagic field.

Lungs Of Water

Sphere Alteration; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time
Components V, S , M (titan's teeth worth 10 gp)
Range touch
Duration Special
The transmuted creatures can breathe water freely. However, they can no longer breathe air.

Divide 1 hour/level evenly among all the creatures you touch.

This spell has no effect on creatures that can already breathe water.

Quill Skin

Sphere Alteration; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 standard action
Components V, S , M (blessed paints worth 5 gp)
Duration 2 rounds/caster level
Hundreds of thin, pointed quills instantly erupt from your skin. The quills effectively serve as armor spikes and you are treated as if you are proficient with them.

These quills cover the majority your body and do not harm you, or hinder your movement or any other actions. The quills sprout out of natural and leather armor but remain harmless under other types. The quills are fine enough as not to cause damage to clothing or other items worn.

Creatures swallowing or constricting you take 3d6 points of damage each round while you remain swallowed or constricted.

Scentless

Sphere Alteration; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 standard action
Components V, S , M (blessed paints worth 5 gp)
Duration 1 hour
The scent ability does not help creatures find the target of this spell; it has no scent for the duration.

Scout's Hike

Sphere Alteration; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S , M (blessed tokens worth 10 gp)
Duration 1 hour/caster level
The target creature gains a +2 enhancement bonus to Dexterity, a +4 competence bonus to Stealth checks, and increases its base land speed by 10 feet. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

If the creature moves faster than walking speed (half base land speed) the ritual ends.

The ritual can be cast on multiple creatures by multiplying the component cost by the number of creatures. This does not change the casting time.

Tree Shape

Sphere Alteration or Nature (plant); Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 standard action
Components V, S , M (reactive herbs worth 10 gp)
Range personal
Duration 1 hour/caster level
This ritual allows you to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The exact type of tree, as well as its appearance, is completely under your control.

Even the closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although detect magic reveals a faint transmutation on the tree.

While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.

You can dismiss tree shape as a free action.

Tunnel

Sphere Alteration; Ritual Level 1
Casting Time 5 minutes
Scroll Casting Time 1 standard action
Components V, S , M (blessed paints worth 5 gp)
Duration 1 round/caster level
Tunnel causes your hands and forearms to thicken and a heavy layer of leathery skin covers them.

You gain a burrow speed of 10 feet, but you may only burrow through dirt (not rock), and you may not run while burrowing.

The change to your arms has no effect on your combat abilities.

Wildheart

Sphere Alteration; Ritual Level 2
Casting Time 10 minutes
Scroll Casting Time 1 minute
Components V, S , M (blessed paints worth 10 gp)
Duration 1 minute/caster level
You are able to tap into the ancient, terrible might of nature, granting the subject of the ritual a +2 enhancement bonus to Strength, Dexterity, and Constitution. It also gains an increase of 10 feet to base speed for all its natural movement modes (but not those granted by a spell or effect, such as fly).